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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 11 3:50 am)



Subject: Coffee for Boni


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ghostship2 ( ) posted Sat, 17 September 2016 at 9:51 PM · edited Wed, 12 February 2025 at 3:47 AM

I saw one of your comments in another thread about the coffee shader. Here is one that is super easy to make.

Coffee.jpg

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ghostship2 ( ) posted Sat, 17 September 2016 at 10:21 PM

simple clouds.

Cloud.jpg

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ghostship2 ( ) posted Sun, 18 September 2016 at 12:07 AM

here is another super cool, super easy material: Glow-in-the-Dark! Ready for Halloween renders.

Glow-in-the-Dark.jpg

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ThunderStone ( ) posted Sun, 18 September 2016 at 6:52 AM

This is Poser11????? As soon as my computer comes back, I am going to open it up and play around it again.


===========================================================

OS: Windows 11 64-bit
Poser: Poser 11.3 ...... Units: inches or meters depends on mood
Bryce: Bryce Pro 7.1.074
Image Editing: Corel Paintshop Pro
Renderer: Superfly, Firefly

9/11/2001: Never forget...

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Boni ( ) posted Sun, 18 September 2016 at 7:18 AM · edited Sun, 18 September 2016 at 7:18 AM

WOW! Ghostship, thank you ... I sure needed that coffee today!! The other shaders are amazing too!! And this is what cycles is all about! Fantastic. Yes folks, here is why I'm so excited about Poser 11!

Boni



"Be Hero to Yourself" -- Peter Tork


Boni ( ) posted Sun, 18 September 2016 at 7:24 AM

bb and I had mentioned this in a thread at SM months ago ... Rust on metal with displacement. (we discovered a stretching problem on the pawn mesh and haven't continued). I lost my shader from that test. I had it partly with the physical shader ... clouds, granite ... and I believe I used a second layer in the mat room.

Boni



"Be Hero to Yourself" -- Peter Tork


EClark1894 ( ) posted Sun, 18 September 2016 at 8:01 AM

Boni posted at 8:57AM Sun, 18 September 2016 - #4283770

bb and I had mentioned this in a thread at SM months ago ... Rust on metal with displacement. (we discovered a stretching problem on the pawn mesh and haven't continued). I lost my shader from that test. I had it partly with the physical shader ... clouds, granite ... and I believe I used a second layer in the mat room.

Ghostship and I tend to watch the same Blender Guru videos. There's one there about rust on metal. I'm thinking though that I may be replacing any displacement maps from now on with Normal maps though.

https://www.youtube.com/watch?v=37oBqhjDtBI




Boni ( ) posted Sun, 18 September 2016 at 9:04 AM

Clark? Would normals have any detail or what is the hight limitations? I'd better see those videos and get up to speed.

Boni



"Be Hero to Yourself" -- Peter Tork


ghostship2 ( ) posted Sun, 18 September 2016 at 9:52 AM

My problem with normals is that I can't paint them in Photoshop. I need a special program like Crazybump to do them and that is way out of my budget. I'll stick to gray maps for bump and displacement.

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ghostship2 ( ) posted Sun, 18 September 2016 at 10:35 AM

Beer (same shader as the coffee but with different colors)

Beer.jpg

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ghostship2 ( ) posted Sun, 18 September 2016 at 11:15 AM

Here is a variation on the Glow-in-the-Dark shader. Fiber Optic. I swapped out the translucent node for a glass node. play with the roughness on the glass node for different looks to it.

Fiber Optic.jpg

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EClark1894 ( ) posted Sun, 18 September 2016 at 12:16 PM

ghostship2 posted at 1:14PM Sun, 18 September 2016 - #4283784

My problem with normals is that I can't paint them in Photoshop. I need a special program like Crazybump to do them and that is way out of my budget. I'll stick to gray maps for bump and displacement.

There's a thread somewhere over at Hivewire and RamWolf lists a free utility for making normal maps. I'll see if i can find it and post it.




hborre ( ) posted Sun, 18 September 2016 at 12:18 PM

IIRC, NVIDIA has a Photoshop plugin for creating normal maps. GIMP has a built in script. Both free. ShaderMap can generate those also; it is far cheaper than Crazybump.


EClark1894 ( ) posted Sun, 18 September 2016 at 12:25 PM

The beer one is good.. Problem is beer needs bubbles. Andrew has a tutorial for that too. It's little details like that that help sell the realism. You don't have to make the bubbles in Blender though. even the Poser ball should work well enough, but it could get tedious placing all those bubbles. I did some hand sanitizer and that wore me out. pursestuff.png




ghostship2 ( ) posted Sun, 18 September 2016 at 12:40 PM

I have not watched his beer tute. I'm just noodling around at this point trying to see what I can come up with. Trying to keep them simple so people can follow the nodes.

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Boni ( ) posted Sun, 18 September 2016 at 1:21 PM

This is a great thread, I am sure a lot of users will benefit a lot from these posts.

Boni



"Be Hero to Yourself" -- Peter Tork


ghostship2 ( ) posted Sun, 18 September 2016 at 2:40 PM

Boni posted at 1:40PM Sun, 18 September 2016 - #4283807

This is a great thread, I am sure a lot of users will benefit a lot from these posts.

I'll keep them coming. If other have some cool shaders to share that would be awesome as well!

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ghostship2 ( ) posted Sun, 18 September 2016 at 3:04 PM

Velvet. Velvet.jpg

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ghostship2 ( ) posted Sun, 18 September 2016 at 3:31 PM

set up my free shader to slightly rough metal, tint it pink and slap it on a dress and it becomes satin.

http://www.sharecg.com/v/85799/view/7/Material-and-Shader/Poser-11-Superfly-Dielectric-Shader-version-2

Satin.jpg

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Boni ( ) posted Sun, 18 September 2016 at 3:47 PM

Does any one have any cycles tutorials that are free? And I will look into making normal maps in place of displacement. Maybe some of our users can suggest materials they would like to have in Superfly/cycles to challenge our masters. Let me start with brocade. Frost on glass. Peeling paint.

Boni



"Be Hero to Yourself" -- Peter Tork


ghostship2 ( ) posted Sun, 18 September 2016 at 3:55 PM

Boni posted at 2:53PM Sun, 18 September 2016 - #4283829

Does any one have any cycles tutorials that are free? And I will look into making normal maps in place of displacement. Maybe some of our users can suggest materials they would like to have in Superfly/cycles to challenge our masters. Let me start with brocade. Frost on glass. Peeling paint.

The best ones that I've seen so far are by Andrew Price at Blender Guru. He has a youtube channel. I've linked to it before so you may have seen them already.

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ghostship2 ( ) posted Sun, 18 September 2016 at 4:18 PM

here is a link to the Blender Cycles Shader Encyclopedia. Some detailed explanations of what the main Cycles shaders do.

http://www.blenderguru.com/articles/cycles-shader-encyclopedia/

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ghostship2 ( ) posted Sun, 18 September 2016 at 4:21 PM · edited Sun, 18 September 2016 at 4:24 PM

El Cheapo Pool Water. You'll need to adjust the scale of the Wave and Voronoi textures to fit the scale of your model and posibly the bump strength or distance value.

Pool Water.jpg

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ghostship2 ( ) posted Sun, 18 September 2016 at 9:29 PM

here is another fun one. Cloth made from my shader with procedural color and bump.

PolkaDotCloth.jpg

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ghostship2 ( ) posted Sun, 18 September 2016 at 10:29 PM · edited Sun, 18 September 2016 at 10:33 PM

OK this one will be a little more difficult to put together. Camo Cloth is using three layers: Base color and two layers that have a color and use the musgrave texture for transparency so you can see the layers underneath. Each layer is using my shader as a base

Camo Cloth.jpg

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EClark1894 ( ) posted Sun, 18 September 2016 at 11:42 PM · edited Sun, 18 September 2016 at 11:46 PM

I've been at work all day, but before i go to sleep tonight, here's a free online normal map generator ghostship2 can try: http://cpetry.github.io/NormalMap-Online/

Boni, This blog may be able to answer your question about normal maps better than I can. http://blog.digitaltutors.com/bump-normal-and-displacement-maps/




ghostship2 ( ) posted Sun, 18 September 2016 at 11:48 PM

EClark1894 posted at 10:47PM Sun, 18 September 2016 - #4283868

I've been at work all day, but before i go to sleep tonight, here's a free online normal map generator ghostship2 can try: http://cpetry.github.io/NormalMap-Online/

Boni, This blog may be able to answer your question about normal maps better than I can. http://blog.digitaltutors.com/bump-normal-and-displacement-maps/

Hey EClark, thanks! Link is bookmarked and I'll check it out tomorrow.

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bagginsbill ( ) posted Mon, 19 September 2016 at 7:46 AM

Guys I'm breaking my rule of not posting at Rendo to bring you, for the umpteenth time, this information:

Poser is a normal map generator. You don't need to make normal maps from height maps using a third party tool. That's already built into Poser - just use the height maps.

There is a benefit to normal maps but it's not applicable here. The benefit is that the .1 to 2 seconds it takes poser to convert height to normal is too much when animating in real time. So for real time animators, they want and need a normal map.

For those who are doing 2 to 100 minute renders, the effort of pre-converting a height map to normal is is not worth it at all.

Stop telling people they should use normals when they're using Poser, not some real-time game engine.


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bagginsbill ( ) posted Mon, 19 September 2016 at 7:48 AM · edited Mon, 19 September 2016 at 7:48 AM

Note: If you're STARTING with normals, as you would if importing game assets, then Poser let's you use the normal map. It doesn't demand you use it but if that's what you have to begin with, then go ahead.

But don't go out of your way to convert a bump map into a normal map. That's like flying to Cleveland to pick up a car which you then drive to your corner grocery store. You could have just walked. Yes walking is slower than flying and driving, but not if you're flying and driving 1000 miles vs. walking 300 feet.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


ghostship2 ( ) posted Mon, 19 September 2016 at 9:43 AM · edited Mon, 19 September 2016 at 9:44 AM

bagginsbill posted at 8:40AM Mon, 19 September 2016 - #4283891

Guys I'm breaking my rule of not posting at Rendo to bring you, for the umpteenth time, this information:

Poser is a normal map generator. You don't need to make normal maps from height maps using a third party tool. That's already built into Poser - just use the height maps.

There is a benefit to normal maps but it's not applicable here. The benefit is that the .1 to 2 seconds it takes poser to convert height to normal is too much when animating in real time. So for real time animators, they want and need a normal map.

For those who are doing 2 to 100 minute renders, the effort of pre-converting a height map to normal is is not worth it at all.

Stop telling people they should use normals when they're using Poser, not some real-time game engine.

I had the same thought last night before going to bed. The Cycles shaders take normal maps but there is a converter node (bump) that converts a gray map to a normal for the shader to use. No real need for an actual normal map. I've already included this node inside my shader thing so all you need is the gray map on the outside.

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EClark1894 ( ) posted Mon, 19 September 2016 at 3:19 PM

I use Blender, Poser and I'm trying to keep DS in mind when I make things, so I'm thinking a normal map might come in handy. No one has to use it it they're opposed to it.




ghostship2 ( ) posted Mon, 19 September 2016 at 4:15 PM

EClark1894 posted at 3:14PM Mon, 19 September 2016 - #4283957

I use Blender, Poser and I'm trying to keep DS in mind when I make things, so I'm thinking a normal map might come in handy. No one has to use it it they're opposed to it.

makes sense for your workflow. No judgment here dude!

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ghostship2 ( ) posted Mon, 19 September 2016 at 4:16 PM

another multi-layered mat. Mottled Bronze. Could be better but here it is anyway.

Mottled Bronze.jpg

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Boni ( ) posted Mon, 19 September 2016 at 5:00 PM

Here is the question. When using normal maps, bump maps and displacement maps. How do you get a good displacement effect in Superfly? I know that at the moment there is a problem with microdisplacement ... but I was led to believe that normal maps fixed that issue. See my confusion?

Boni



"Be Hero to Yourself" -- Peter Tork


ghostship2 ( ) posted Mon, 19 September 2016 at 5:26 PM

Boni posted at 4:23PM Mon, 19 September 2016 - #4283982

Here is the question. When using normal maps, bump maps and displacement maps. How do you get a good displacement effect in Superfly? I know that at the moment there is a problem with microdisplacement ... but I was led to believe that normal maps fixed that issue. See my confusion?

bump and normals are for adding surface bump to your model. Displacement is for the larger features like giant cracks and such that you did not want to model into the object. You apparently can use displacement in superfly but you have to crank up the subdivision to crazy levels to make it work right.

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Boni ( ) posted Mon, 19 September 2016 at 6:46 PM

Makes sense, mostly I'd like to do rock and brick and bark so that at the edge it isn't like glass smooth, that just ruins a good render. bump of course doesn't show textured edges where because if effects the mesh itself displacement does. See what I mean? Also I've used displacement to create grass on the ground ... so now I know normals won't do that.

Boni



"Be Hero to Yourself" -- Peter Tork


ghostship2 ( ) posted Mon, 19 September 2016 at 9:35 PM

this one is still a WIP. Black Body Emission.

black body Emission.jpg

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ghostship2 ( ) posted Mon, 19 September 2016 at 10:08 PM

Here is the Emission shader. There is a compound node with the various color temp inputs. This makes it easy to use and clean looking.

Emission.jpg

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Boni ( ) posted Mon, 19 September 2016 at 10:57 PM

Amazing, and amazingly usefully!

Boni



"Be Hero to Yourself" -- Peter Tork


Biscuits ( ) posted Tue, 20 September 2016 at 8:22 AM

These are all wonderful useful shader screenshots!!!

Can't we like collect them in a thread SF Shaders or something, without talking in between?

So they are posted double, but better good info double then hard to find right!

I did that with the VWD tip thread, I repost a tip from another thread in the tip thread, so we have all tips in one thread aswell.

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EClark1894 ( ) posted Tue, 20 September 2016 at 8:29 AM

You want me to stop commenting in this thread? Fine. I'm out.




Biscuits ( ) posted Tue, 20 September 2016 at 8:32 AM · edited Tue, 20 September 2016 at 8:32 AM

No EClark1894 you can comment here as much as you like.

My suggestion was to start another thread to post the tips aswell.

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estherau ( ) posted Tue, 20 September 2016 at 8:46 AM

I can't see why anyone would find your post offensive Biscuits. I like your idea of having a shader how to do it thread. that would be cool. Love esther

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ghostship2 ( ) posted Tue, 20 September 2016 at 9:29 AM

I don't mind the comments or suggestions. I need them in fact! Maybe one of the moderators could start a second thread, sticky it to the top of the forum and lock it only for them to post and then just re-post what I'm posting up?

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EClark1894 ( ) posted Tue, 20 September 2016 at 10:36 AM · edited Tue, 20 September 2016 at 10:42 AM

estherau posted at 11:35AM Tue, 20 September 2016 - #4284054

I can't see why anyone would find your post offensive Biscuits. I like your idea of having a shader how to do it thread. that would be cool. Love esther

I wasn't offended. I think a separate thread is a great idea. I just thought he wanted this one.

Btw, ghostship, I think the different types of lights is a great idea. I think you should do another like that only have different types of liquids, metals, fabrics, gems, tiles. etc.




ghostship2 ( ) posted Tue, 20 September 2016 at 10:50 AM

EClark1894 posted at 9:47AM Tue, 20 September 2016 - #4284073

estherau posted at 11:35AM Tue, 20 September 2016 - #4284054

I can't see why anyone would find your post offensive Biscuits. I like your idea of having a shader how to do it thread. that would be cool. Love esther

I wasn't offended. I think a separate thread is a great idea. I just thought he wanted this one.

Btw, ghostship, I think the different types of lights is a great idea. I think you should do another like that only have different types of liquids, metals, fabrics, gems, tiles. etc.

I did post up an updated version of my shader at ShareCG that has a +metals variation (metal colors in a compound node like the color temp thing.) I also zipped up my car paint shader with the other two and that one has car colors and metal colors you can plug in to the glossy or diffuse node.

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ghostship2 ( ) posted Tue, 20 September 2016 at 2:41 PM

sand. I set the scaling on the wave texture to look appropriate on the ground portion of the construct or in this case on the Round Groundplane HR in the props folder.

Sand.jpg

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ghostship2 ( ) posted Tue, 20 September 2016 at 3:12 PM

Another water texture.

Water.jpg

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ghostship2 ( ) posted Sun, 25 September 2016 at 3:46 PM

still looking into the light node but in the meantime here is Window Glass. I ran into an issue with the glassBSDF node that it was not allowing lights to pass through and light the other side of the window or cast shadows from objects on the other side. Looks like I will have to re-do a couple of water shaders as well because they don't light up the bottom of a swimming pool. (yes I have caustics turned on)

You might want to play with the color of the trans and gloss nodes and also adjust the IOR of the Fresnel node. I set it here to 1.5 so I could see the reflections easier in the window. You should adjust this to suit your render. I would also say that Model makers should be aware that windows need to have two sides to them or the shaders won't work correctly on them (one side becomes 100% reflective)

Window Glass.jpg

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Boni ( ) posted Mon, 26 September 2016 at 6:08 AM

I had no idea that we could build a shader the way you did the lighting shader. THAT is amazing! Thank you Ghostship2!

Boni



"Be Hero to Yourself" -- Peter Tork


Boni ( ) posted Mon, 26 September 2016 at 6:33 AM

Ghostship2? When will you have the emitions shader up? I'm very interested in that one. I could copy what you have ... but I'm lazy. 😉

Boni



"Be Hero to Yourself" -- Peter Tork


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